PREFACE TO THIS POST:
TROLLS GO AWAY!
Also - I feel pretty strongly about some of the suggested changes (warriors, monks, eles). The other tweaks are just a brainstorm, and I don't feel so strongly about. Constructive ideas or constructive criticism _very_ welcome. I am updating this primary post as other good/better ideas come in that _I_ like better.
ORIGINAL POST (with additions or edits):
Primary attributes for some of the classes are NOT enough (in my opinion):
This post is organized from changes I think would be best, to some of the ones that are just pipe-dreams.
Warrior - Strength: Currently adds 1% per rank to armor penatration.
Should add:
1 % to armor penetration and 1% block percentage per point in Strength. others have suggested a 1/3 damage soak (stacking) per each point in strength.
Example: Warrior with 10 Strength would have 10% armor penetration and 10% block.
Monk - Divine Favor (this would be a biggy): Currently adds health on a variable scale. ~3 per point
Change suggested:
1 point party healing per 1 point divine favor for all monk spells. Replace the ~3 targetted divine favor bonus per point in divine favor. Helps deal with pressure situations.
Example:
Divine Favor 10 Monk casts Orison. Target recieves benefit of Orison, and whole party receives 10 health each.
Mesmer - Fast Casting - faster signet and spell activation
I don't play a lot of mesmer besides a little in PvP, so I don't know what I would change. The class already has some great variety and utility. Maybe a SLIGHT buff to skill recharge times (as a result of increasing the fast casting attribute) for the mesmer, and we'd see more of them in use. 1% faster recharge of spells and signets for each attribute point in Fast Casting.
Example:
Fast Casting 10 mesmer spells and signets would recharge 10% faster, in addition to the activation speed boost. 20 second recharge is now 18 second recharge. STACKING (stacks with MoR, and consumables like celerity).
Elementalist Energy Storage - currently increases energy pool
Actually, i don't know what I would do to Energy Storage attribute besides this. I view this as quite good. I considered armor penetration for spells, but lightning spells already address this.
After some replies perhaps this change:
1% of energy cost for spell returned after casting, in addition to energy pool increase currently in place. Another idea was 1 point lower exhaustion for every 3 points of e-storage.
Example:
Energy Storage 10 elementalist casts fireball. 1 energy (10% of spell cost), is returned.
Necro Soul Reaping -
Just remove the timer already. I haven't noticed energy issues with the timer, but a lot of people complain about it. It hurts my ears.
Assassin - Critical Strikes: Adds energy on a variable scale. Increases Critical %. (Self-Synergizing).
Should keep the energy attribute and add .5 damage per skill point on top of any hit that is critical.
Example:
Critical Strikes Rank 10 Assassin hits with his daggers, the hit is critical: 5 damage is added to the final damage (armor ignoring).
Paragon, Leadership -
Returns energy on shouts.
Would be nice to have:
Shouts return energy + Make the leadership attribute a passive "aura". When you are in the aggro bubble of a party paragon, damage reduction of 1/5 the points in leadership rounded down, and damage increase of 1/5 the points in leadership, rounded down. (Based on the highest leadership paragon in area - would not stack with other paragon auras). Also, all paragons would be immune to this effect (paragons get no benefits from it, ever, the idea is that the paragon is a leader... too many chiefs, not enough indians... you get the idea).
Example:
Leadership 10 Paragon with Aura - All party members (excluding paragon), have 2 damage soak, and +2 damage on every hit.
Ritualist- Spawning Power - Increase weapon duration and summoned creature life
I like the increased weapon duration that was added. I have not yet seen a HUGE benefit for increase spirit life. I'd like to see a little more - maybe just a hint of energy management from the attribute itself. I know there is a SKILL that does that in spawning power, but maybe giving a Rit something akin to the soul-reaping a necro had - but for spirits only. And only for THAT rit's spirits. Example: 1/5 energy return when a spirit ends for each point in spawning power. I know even that might be way to high. But it'd keep rits pumping spirits. It is called "SPAWNING" power. Not weapon power, etc etc. Or - perhaps a huge boost to the spirit life pools or armor. More like DOUBLE what is currently available.
example:
Spawning Power xx Ritualist casts a level 8 displacement that has 1000 hp and 60 armor. Maybe make displacement take more damage when something is blocked. This way the spirit isn't targetted for insta-destruction, but the protection must be "pounded" through. As it sits... Rits are interesting, but get anchored down so firmly, that they don't fit well in GvG and in a lot of the PvP builds. Sure, they are great for shrines... blah.
Finally - almost forgot this one:
Ranger - Expertise.
It's already really great imo. An interesting tweak would be to give a 1% speed boost to rangers for each point in expertise (stacking). Kind of in line with the shoot and run strategy used by many rangers. They are outdoorsmen for crying out loud! Give them legs to run! :-)
Maybe this would be too much. Just sharing "another" idea. Another idea was 1% block per each point of expertise.
Dervish, mysticism -
currently returns energy when enchantements end.
Add also that it gives a 1% chance per Mysticism Point to cause spells used against the dervish (offensively) to fail. This would keep nicely in line with Dervish class role.
Why all this? Primary attributes should be DEFINING. A lot of times, it seems like with even a slight planning, the primary attribute is not worth a lot. This has led to (creative) builds like N/Rt, N/Mo, Me/E, Mo/(e-management secondary). Which is great, but it might be nice to have unique class-boosting powers.
Some of these are just general theories, and most of this (or all), will never touch GW, because these affect the core of the game - primary classes.
Shouldn't stop me from sharing my opinion though. This idea mainly started with Warriors and Monks. I've always thought Strength was a "Meh" primary attribute... in fact besides the linked skills, strength was worthless. And divine favor... a little more healing... nice... but monks run out of energy. Even a slight hint of passive energy management would go a long way in monks ability to heal others.
Thanks for reading. What are your thoughts?
M
